11,556 Commits over 3,591 Days - 0.13cph!
- Phase 3 laser positioning anims
- More Timmy Turrets phase 3 code + anims
- Started coding Timmy Turrets boss fight
- Placeholder Timmy Turrets animations for up/down
- Timmy Turrets wip boss fight
- Mission creation now spawns the player at EntranceMissionLocation object if there's one present, otherwise defaults to 0,0,0 (middle of first room in a level )
- Standalone floor base prefab
- Added a 4 turret floating turret
- Reduced cooldown timers from 15 to 10 seconds
- Decreased the suck-in range of energy batteries so the player has more risk to collecting them mid-fight
- Enemies now have the ripple effect again (only spikey thigns had it)
- Shield pickups in
- Enemies have 1% chance to drop shield
- Crates have 2% chance to drop shield
- Changed currency stuff to yellow/gold
- Rooms now store a list of their spawn locations before deleting the spawner scripts
- BaseEntities that are spawned by a room now keep a reference to their parent room
- Area1 budget multiplier 0.75->1
- BaseProjectile can now set it's own effect volume
- Reduced player weapon shoot + impact volumes
- Added an aiming guide that's always visible when firing
- Further reduced health of turrets
- Turrets now have a chance to drop cash as well, and drop slightly more cash than other stuff
- Reworked the mission headline popdown window so that Thai's really long mission objective title fits
- Changed beer tap mission headline to "Destroy the Alcohol Refueling Station" and mission tracker description to Alcohol Pump
- Fixed the fire effect appearing at the start of every level
- Music now corretly changes back between town and level music each time.
- Rebuilt prefabs
- Fixed a new bug with turrets firing when out of range/unaware
- Added a abilities help tip UI popup after 30 seconds of a level when the player hasn't used an ability yet
- Rebuilt prefabs
- Turrets are now enemy entities not just base entities.
- Fixed turrets not always having a health bar and it usually being wrong
- Rebuilt prefabs
- Increased number of crates across all the rooms
- Added some spawn locations to beer tap room
- Removed Factory levels forced to level 1 debug
- ModifyHealth() now passes in the modifying object
- Now track what killed the player and store it in DeathInfo
- Gameover screen now shows you what killed you
- Analytics now logs what killed you
- Wrapped Analytics.CustomEvent() calls in a new GameManager.AnalyticsEvent() function so I can ignore analytics logging in editor and do other stuff later.
- Analytics tracking: Level started. Mission finished. Exit portal used. New game started from gameover and how many deaths at that point. Exit from gameover and how many deaths at that point.
- Analytics: Level reached at gameover. Map viewed or not.
- Fixed a bug with me not being able to count
- Added a mini-map help tip for the first time the player enters a level
- Added an EntityTracker to keep lists of all BaseEntities and some of their components (like CameraPull)
- BaseEntities register themselves with the EntityTracker on creation
- Camera pulling stuff now usese the EntityTracker to get enemies with CameraPull
- Mission objective text onnly gets calculated and updated when the mission needs updating
- Starting from 0, each level increases the number of allowed enemy abilities by 1 (up to the number of enemy abilities available)
- Enemy abilities now have a propper description value
- Rebuilt prefabs
- Increased size of beer tap collider
- Reduced health of beer tap
- Levels now have increasing number of rooms
- Levels now have increasing spawn budgets
- Added Area scriptable object stuff to configure area specific...stuff.
- Moved some other stuff over to area setup
- RoomSpawner can now use a budget multiplier
- Refactored a ton of enemy-player-aware checks
- Pressing I will toggle invisiblty to AI
- RoomSpawner now holds a list of all the enemies it spawns and checks for when they're all killed
- Changed the way RoomSpawner spawns enemies. Each room now has a varying spawn budget and it spawns enemies until it runs out. Enemies cost more to spawn the more deadly they are.
- Enemy pack scriptable object rename
- Added SpawnCost value to enemy scriptable objects and assigned values
- Reduced the camera look offset amount from dist/2 to dist/4
- Reduced boozeburner max speed from 280 to 150
- added "LEVEL" text to mission generation screen